So having some problems with the BoS bunker, looked through the thread to see several having the same problem, but no answers on how to work around it.

Same old, same old, you can enter the location and get the quest (new Siege location etc) but when you come back you cannot enter since you don't have any "points" to go too. The town world map is just blank.

So... Mibb?
What can we expect? from new release (beta)...
I now its will be the surprise that we read on change report but...

Some go to location Fixes,... Maybe the food system, or maybe full healing the party by feeding by meals on ins. (Like mom -Den or -Modoc)
But the main point i want to know if the "Alveys count critical hit" bug was solved. (its has been discus a lot, but final word nothing)
And if you do something about that random encounter around Valut City "pack of dog" Which contain 2 alien queens
And if that dam cockroach attack animation can be cut, speed out or removed.

@Oggrr
Yes, the BoS bunker and related quests... Ugh. Those had a ton of bugs. And, unfortunately, I was never completely sure how those locations were supposed to work exactly. Did a little guesswork. I have been putting off dealing with those, knowing that it will be a headache to deal with. I guess I'll try to start tackling those fixes for 2.48.

In the meantime, you can make this change to the city.txt file in the data/data folder:

So... Mibb?
What can we expect? from new release (beta)...
I now its will be the surprise that we read on change report but...

Some go to location Fixes,... Maybe the food system, or maybe full healing the party by feeding by meals on ins. (Like mom -Den or -Modoc)
But the main point i want to know if the "Alveys count critical hit" bug was solved. (its has been discus a lot, but final word nothing)
And if you do something about that random encounter around Valut City "pack of dog" Which contain 2 alien queens
And if that dam cockroach attack animation can be cut, speed out or removed.

Click to expand...

There was a sleep/food system that was being worked on a while back. I would really like to have implemented that, but it was never completed, as far as I know.
Regarding combat, are you referring to the bug from just a few pages back? I have included a fix from @Endru1241 in the next release.
I found the bugged encounter with the wild dogs a while back and had already fixed it.
The cockroaches may seem a little slow, but I haven't encountered any problems with them. They work alright. I don't plan on removing them, as they are quite formidable foes. However, you can easily remove them from your game by deleting the proto files for them. Or, just move them to another folder, just in case. The files are in the data/proto/critters folder, and are 539 and 540.

From the next readme:
Changes/Fixes made since version 2.46 and 2.46.1:

-Numerous dialog and grammar fixes
-Fixes/Changes to Cassidy
---Corrected an issue with Cassidy's damage resistances not being calculated correctly
---Slightly different artwork for Cassidy in leather armor which now allows for different background animations
---Cassidy in leather armor now speaks
---Replaced artwork for pistol use (files were there before, but replaced them just in case there was something wrong with them)
---Cassidy now says the line about trying Jet only once after giving him heart pills or using them on him
-Shania in Arroyo no longer speaks about the GECK if you have not been given that quest
-Added the Abbey from the RP
-Moved and renamed the earlier version of the "Abbey" which was in the MM
-Fixed a crash-causing bug on certain maps that would result from NPCs looting corpses
-Corrected issues with the Chad skimming quest
-Can now properly get Metzger or freed slaves to talk about the slaver camp
-Corrected situation with some critters producing multiple sets of armor when killed
-Radscorpions in the Temple of Trials no longer count as Super Mutant kills
-Guards inside the Hubologist base carry weapons with the correct ammunition
-Corrected issue with Bishop which caused dialog and experience to be repeated indefinitely
-Corrected issue with Myron's dialog options being all "Error"
-Fixes to combat damage calculations with regards to critical rolls for armor bypass, the deathclaw weapon, miniguns, and bazookas (thanks to Endru1241)
-Fixes to Vault 14
---The Vault 14 stairs now take you to the correct maps (no more getting stuck on the level with Ardenius)
---Cleaned up some of the code with some of the Vault 14 scripts
---Should now be possible to fix the generator (if you are asked to fix it)
-Added minor enhancement regarding nomads in random encounters (addition from Endocore)
-Harming the characters at Bunker 21 or the ghoul at the truck encounter will no longer affect your reputation Arroyo or end your game prematurely
-Fixes to some random encounters
---Random encounters with children now correctly show boys and girls
---The homesteader's wife has missing dialog restored for fighting/fleeing
---Caravan guards now acknowledge if the caravan master was killed
---Alien queens no longer appear in wild dog encounters
-Cleaned up the workings for the Wasteland Taxi mod
-Changes/Fixes to the car
---Car will appear in Modoc if you already have it when you escort Jonny back
---Now appears at the Ruined City encounter

I was going to re-add the quest for Torr and the bugmen. However, I hit a bit of a problem with trying to decompile the script for Torr. Maybe I'll be able to get it into the 2.48 release.

Sorry if this will be sound a weird, bud why not counts hammers as heavy weapons?
Just think about it.
Not cold weapon but heavy. They are "relatively" heavy as flamers, machine guns and rockets.
or we talk about it?

Something else. If we talk about attributes to use weapons. They can be use by only by one skill right? Like : Electric rod is cold and energetic weapons skill do nothing in this. Right?

Every mod makes gameplay like this, first half of the game you run away, onther half you chase your enemies. It would be handy to have enemy numbers rising along with your level. Even 6 yakuzas with wakizashis can stab enclaver to death(+combat sequence)

Would love to have an opportunity to mod some armor stats, AC, and defensive properties against different types of threats(flame resistance, eneregetic, or cold wpn.)

Ok, so I'm having absolutely no luck whatsoever.
1. Installed vanilla fo2 from original cd (seems to be version 1.02 US, so it's not the original-original release)
2. Unzip entire contents of Megamod 2.46 into BlackIsle\Fallout 2 directory
3. Run Fallout 2.exe. If I'm not getting the "Windows 7 funky colors" problem, then I'm having crashing errors
when I enter the temple, attempt to load a savegame (like, one i just made) or when entering the next room.
4. I also notice there are NO ants whatsoever in the temple
5. On my first attempt at all this, I made it to Cameron, and all he could say is Error. All of his options were Error and they never got me anywhere. They just looped me out of the conversation. So I nuked this installation & clean installed again.

I attempted to install Megamod 2.44 (Windows Installer version) over the 2.46 version. Here's what happened:
1. Black ants were there, along with some red ants, nice touch
2. Weather (i guess a sandstorm?) was going on before i entered the temple
3. Savegame issues were still there, any time I tried to load a save game after making one in the temple, it crashed
4. Tried putting the FO2 High Res pack into the folder to see what would happen, visuals improved, but nothing else.
5. Keep trying more files and ddraw.ini options yet nothing solves the savegame crashes or lack of ants
unless I'm using both 2.44 and 2.46, but even so, the savegame problem & Cameron error problem is the worst.

I tried installing 2.44 first, with another clean vanilla FO2 install and got the same results as the above.
Installing 2.46 onto 2.44 didn't change anything, it was still just as broken as "2.46, then 2.44" installation.
Running a Dell Latitude E6410 laptop. (i7 720qm 1.6ghz, 8GB ddr3 ram, Nvidia Quadro 3100m gpu, Win7 SP1 x64)
This system runs Killap's Restoration Project flawlessly, as well as the Fallout 1 FIXT mod, each without any issue.
Can someone tell me what the heck I am doing wrong here? I have been at this for hours & I'm going insane. lol

I was intrigued by the Dominion part of megamod that supposedly bring back the maps from the first Fallout, but i am unable to find ANY information about the current state of this project. Is it finished ? Is it dead ? Or is it still going on with another name ?

I was intrigued by the Dominion part of megamod that supposedly bring back the maps from the first Fallout, but i am unable to find ANY information about the current state of this project. Is it finished ? Is it dead ? Or is it still going on with another name ?

Click to expand...

Dominion mod was a demo. I think it was Pavel working on it, but it is abandoned as far as I know. I used to lurk on fallout.ru for updates but have not seen anything on it for years.

Good daytime.
I currently play Megamod (2.46) through New Reno and have noticed some changes:
1. Mason (the Salvatore's right hand man) doesn't have mirrored shades (sunglasses that give CH +1 when equipped) on him anymore.
2. Wright children playing "metal insects" outside do not talk to me. If I try talking to them, they reply "you are a bad person..." in floating message.
Are those changes ment to be there? Why?

I have a serious problem in Primitive Tribe.
When I try to go from map to map the game often crashes with the error "Access violation" (code 0xc0000005).
I manage to enter any map for the first time just fine, but when I try to return to it game crashes. And it's not random, too.
So far I don't have this issue anywhere else.

Apologies for the double-post in the help thread, but in case this is a bug:

Hi, I can't find Sam in Klamath's trapper town. Was he removed in the latest version of the mod? I noticed someone asked this same question in 2010, but apparently they found the answer themselves but did not say where Sam is. I paid the drunk bum money for advice and he says Sam is in Trapper Town, but I still can't find Sam.

Edit: The megamod guide on the wiki says Sam is at the entrance to trapper town, but I haven't been able to find him there. I've looked all over for him.

Vault 14, there is a workaround for the stairs issue, but it requires some grunt work on maps.txt. When you enter ardenius level, change in maps.txt map 154 to 219 and change map 219 to 154, no need to move them around, the game doesn't care in which order are maps in the file. Save, exit the game completely (didn't try it without this step, so maybe not needed), enter the game and load the save. This way you can access dawson workshop, return to ardeinus level. Then when you are returning to vault 14 level 3 change in maps.txt map 217 to 152 and map 152 to 217. Save-exit-enter-load routine again. Get back to vault 14 level 3. Don't forget to change map levels to correct numbers.
Once you do get armor for Marcus, it looks great!

Also bugs spotted:
- BOS bunker facility, though that is not a suprise. Managed to lift the siege, but after that can't get down.
- Advanced power armor doesn't always display animation in maps. Seems like sometimes it does, sometimes it doesn't.
- Cold hearts quest to escort Jimmy to new reno stays on even if I complete it properly
- BOS research facility - can't get quest for gecko pelts
- EPA - I cleared all the plants on the entrance level, but alas, groundskeeper doesn't recognize my efforts
- EPA - game crashes when I try to open doors with deathclaws behind them
- EPA - generally crash every now and then.
- Abbey - despite downloading data from all the required computers, when I get back I can't download date to quest computer
- Abbey - on worldmap there's an additional unknown "under" the Abbey
- Primitive tribe - I can enter fisherman village, but upon return to village game crashes, no exceptions
- Prmitive tribe - can't enter caves at all
- San Francisco - I can get the sub quest, but alas no submarine in sight so quest requires some savegame editing

Great surprises:
Marcus, once footwork for armor is done looks great
Pvt. Dobbs - kickass recruit, just give him a gauss rifle and snipe the enemy in the head.
All the animated heads: Vic, Cassidy, Metzger, Bishop, Big Jesus, Salvatore, Wright
Just everything!

Wishful thinking:
Get Goris head animated. Something like Palpatine from SW VI, a hood with just outlines barely visible.
Would like to recruit Dalia from Vault 13 after I clear Vault 15.
Would like to be able to save hibernating whoever on EPA - don't know if it's possible
Create armor for Goris and dogs.

@obimark
Thank you for the bug reports/kudos. I had already dealt with the issue of Vault 14's exit grids. Other items:

The BoS Bunker and Research Facility are full of bugs. I think those are my main fixes for the next release.
The UKNOWN under the Abbey location was due to my work in trying to implement both versions of the Abbey. The old version has been removed and renamed. The one from the RP is now included as the Abbey.
You can't enter the caves at the tribe unless you have been asked to do so.
The submarine hasn't been added yet. It is going to take a lot of work to redo the map and scenery in order to get that fully implemented.

As for your wishful thinking:
1. I'm pretty sure that someone out there is still working on a Goris talking head. And it was close to what you described. I'm pretty sure a Skynet was also in the works.
2. You're not the first person to recommend Dalia. I've considered it... but she'll need a bunch of work to make her an interesting companion to have on the team.
3. Do you mean saving any of the new NPCs hibernating at the EPA? There are new characters, unless I've botched something. Or do you mean other random people? If you mean random people, that was also an idea of mine I had tied to another potential quest/storyline.
4. There is already armor for Dogmeat. Nothing for the others as of now, although I do have certain upgrades in the works for the robotic dogs. I have no plans for armor, though. It is ok for characters to have some weaknesses.

My plan was to have a release a couple of months ago. Anyway, version 2.47 is ready. It is currently being compressed and will be available for download soon. From the readme:

Changes/Fixes made since version 2.46 and 2.46.1:

-Numerous dialog and grammar fixes
-Fixes/Changes to Cassidy
---Corrected an issue with Cassidy's damage resistances not being calculated correctly
---Slightly different artwork for Cassidy in leather armor which now allows for different background animations
---Cassidy in leather armor now speaks
---Replaced artwork for pistol use (files were there before, but replaced them just in case there was something wrong with them)
---Cassidy now says the line about trying Jet only once after giving him heart pills or using them on him
-Shania in Arroyo no longer speaks about the GECK if you have not been given that quest
-Added the Abbey from the RP
-Moved and renamed the earlier version of the "Abbey" which was in the MM
-Fixed a crash-causing bug on certain maps that would result from NPCs looting corpses
-Corrected issues with the Chad skimming quest
-Can now properly get Metzger or freed slaves to talk about the slaver camp
-Corrected situation with some critters producing multiple sets of armor when killed
-Radscorpions in the Temple of Trials no longer count as Super Mutant kills
-Guards inside the Hubologist base carry weapons with the correct ammunition
-Corrected issue with Bishop which caused dialog and experience to be repeated indefinitely
-Corrected issue with Myron's dialog options being all "Error"
-Fixes to combat damage calculations with regards to critical rolls for armor bypass, the deathclaw claw weapon, miniguns, and bazookas (thanks to Endru1241)
-Fixes to Vault 14
---The Vault 14 stairs now take you to the correct maps (no more getting stuck on the level with Ardenius)
---Cleaned up some of the code with some of the Vault 14 scripts
---Should now be possible to fix the generator (if you are asked to fix it)
-Harming the characters at Bunker 21 or the ghoul at the truck encounter will no longer affect your reputation in Arroyo or end your game prematurely
-Fixes to some random encounters
---Random encounters with children now correctly show boys and girls
---The homesteader's wife has missing dialog restored for fighting/fleeing
---Caravan guards now acknowledge if the caravan master was killed
---Added minor enhancement regarding nomads (addition from Endocore)
-Cleaned up the workings for the Wasteland Taxi mod
-Changes/Fixes to the car
---Car will appear in Modoc if you already have it when you escort Jonny back
---Car now appears at the Ruined City encounter

It's still going to be a pretty massive download. However, I did remember to at least take out the non-compressible music files that are already available in the game. I only included new music files or those that were on the F1 CD but not the F2 CD.

Looks like Christmas came early!
EPA - looks like I didn't play it through properly. It seems there's a lot of going back and forth around it and I just wanted to get over with it.
As for primitive tribe, I did get the quest to enter the caves, the game crashed every time I tried, maybe because I was too late in the game, I showed up with cassidy, sulik and vic all in combat armors.

I think this is a bug with the newest MIB88 release, v 2.46, but the Fallout 2 config file's locations for the master and critter files and data file locations had to be changed for me. Maybe this was listed in the setup or installation for the megamod but I didn't see it anywhere.

Basically, I just changed the location listed for the master, critter, and music/data files to match where they were on my computer. This helped solve why I couldn't launch the game with the newest release of the megamod. Hopefully this helps others if they had similar issues and didn't figure out why it wasn't working.